planet



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----- makes stuff (esp. cruisers, dreadnoughts & deathstars) -----

Point Value: 5000

Notes:
Planets and moons are the main producers. Generally, the more powerful the unit to be constructed, the better it is to produce it in a planet. As for the defense of these units, there are several schools of thought. One school says the best defense is a good offense. Another holds that fighter patrols are cheap and effective against enemy landings. Or that a loaded transport should be kept to retake any enemy conquests, and as defense against a deathstar. Some people like to supply their planets with a large number of torpedos. Finally, some people like to let the enemy bombard their planets, thus 'wasting' torpedos and allowing the defender to destroy the attacking fleet.

Side Attributes:
    None.

Actions and Action Points (ACP):
    Receives basic allotment of 1 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Is always immobile.

Hit Points (HP): 110.    Recovers by 2 HP each turn.
Vanishes if in: false by default, true for blackhole.
Dedicated space for units: 20 by default, 0 for moon, planet.

Construction:
ACP to create: 1 by default, 0 for moon, planet.
    CP upon creation: 1 by default, 2 for photon torpedo, 121 for death star, 11 for dreadnought, 4 for battlecruiser, 3 for light cruiser.
ACP to build: 1 by default, 0 for moon, planet.
Can build at own location.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 0% vs photon torpedo, moon, planet, 20% vs storm-trooper, SF-1 fighter, battlecruiser, 10% vs dreadnought, death star, 40% vs transport, 30% vs light cruiser.
Damage is 1 vs all unit types.
Ammo needed to hit unit: 0 by default, 1 vs anti-matter.

Other Actions:
Can be given to another side (1 ACP).

Vision:
100% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Always seen if terrain has been seen.
Occupants not seen even if unit has been seen.
Can see units up to 4 cells away.

Material Handling:
    photons, 50 basic production, 90 storage (90 at start of game)
    matter, 50 basic production, 20000 storage (20000 at start of game)
    anti-matter, 50 basic production, 20000 storage (20000 at start of game), 2 (ammo) consumed per attack
    o2, 50 basic production, 20000 storage (20000 at start of game)

Can auto-repair lost HP of other units: 0 by default, 1 for SF-1 fighter, transport, light cruiser, 2 for battlecruiser, dreadnought.
Range of auto-repair: -1 for all unit types.

Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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File produced by Xcscribe for Xconq version 7.5pre (July 2004).